It's time for new Physics Public test! Please post your feedback on this version of the common test here in this thread.

Patch notes:

Spoiler

Rocking the Gun:

Added an experimental feature that allows the players to “rock” their vehicle’s gun while shooting, to take advantage of slightly increased gun depression/elevation angles upon forward start or braking. Soft suspension allows “rocking” the aiming circle upon forward start or braking.

• Fixed situations where a vehicle could get stuck on slight terrain bumps up to 60 cm high, such as shell-holes, rails, basements of destroyed buildings, rocks, hummocks, or debris. Also, vehicles will not lose speed when rolling over a slope with one of their tracks.

• If the vehicle has enough speed, it can jump over ditches, ruts, etc.

• Added temporary change to gun depression upon sudden forward start and braking. This change is experimental. The change in gun depression is caused by a slight decline of the vehicle hull when engaging suspension at the moment of forward start or braking.

Improvements to Vehicle Controllability on the Move:

• Decreased the loss of speed upon turning a moving vehicle.

• Turns will become smoother.

• Improved control over turn radius—now it will be easier to turn the vehicle by a required number of degrees. To control the turn radius, press or release the "W" button while holding down a direction button ("A" or "D" for left and right turn respectively). At the same time, if you release the "W" button, the vehicle will sharply decrease its turn radius without a significant loss of speed, and it will be possible to continue the turn by holding down "W" again. This can be used to effectively flank enemy heavy tanks.

New Vehicle Maneuvers Using the Handbrake:

• When reaching the required speed, a turn with the use of the handbrake will result in a sharp change in movement trajectory ("police turn" ) To perform a police turn, block one of the tracks. To initiate a turn, hold down either W+A (for left turn) or W+D (for right turn), then press the Space bar.

Vehicle Interaction upon Collisions

• The new physics will add the ability to overturn an enemy vehicle upon collision if its hull is slightly elevated or the vehicle is standing down a slope. A number of additional factors influence this ability, such as the difference in vehicle weights, vehicle engine power, angle of attack, traction, etc.

An overturned vehicle will be destroyed after 30 s. If a vehicle is laying on its side or roof, it can be easily turned over onto its tracks again with the help from another vehicle.

• An enemy vehicle can now be pushed off a vertical surface, such as a bridge or mountain. That vehicle can also get overturned as the result of the fall.

Interaction with Surface

• Added the graphical effect of skidding.

Other Changes:

• Changed the behavior of vehicles and how their weight is perceived by the player.

I unchecked the torrent for the download (as its usually considerably slower), at around 50% received an error about the HTTP download. Had to switch back to torrent. Though luckily it didn't have to redownload the first half of the setup file. Torrent is very slow, not just in comparison, but generally slow. First time that error has happened to me, where the HTTP has failed to download or has halted mid-download.

It's time for new Physics Public test! Please post your feedback on this version of the common test here in this thread.

Patch notes:

Spoiler

Rocking the Gun:

Added an experimental feature that allows the players to “rock” their vehicle’s gun while shooting, to take advantage of slightly increased gun depression/elevation angles upon forward start or braking. Soft suspension allows “rocking” the aiming circle upon forward start or braking.

• Fixed situations where a vehicle could get stuck on slight terrain bumps up to 60 cm high, such as shell-holes, rails, basements of destroyed buildings, rocks, hummocks, or debris. Also, vehicles will not lose speed when rolling over a slope with one of their tracks.

• If the vehicle has enough speed, it can jump over ditches, ruts, etc.

• Added temporary change to gun depression upon sudden forward start and braking. This change is experimental. The change in gun depression is caused by a slight decline of the vehicle hull when engaging suspension at the moment of forward start or braking.

Improvements to Vehicle Controllability on the Move:

• Decreased the loss of speed upon turning a moving vehicle.

• Turns will become smoother.

• Improved control over turn radius—now it will be easier to turn the vehicle by a required number of degrees. To control the turn radius, press or release the "W" button while holding down a direction button ("A" or "D" for left and right turn respectively). At the same time, if you release the "W" button, the vehicle will sharply decrease its turn radius without a significant loss of speed, and it will be possible to continue the turn by holding down "W" again. This can be used to effectively flank enemy heavy tanks.

New Vehicle Maneuvers Using the Handbrake:

• When reaching the required speed, a turn with the use of the handbrake will result in a sharp change in movement trajectory ("police turn" ) To perform a police turn, block one of the tracks. To initiate a turn, hold down either W+A (for left turn) or W+D (for right turn), then press the Space bar.

Vehicle Interaction upon Collisions

• The new physics will add the ability to overturn an enemy vehicle upon collision if its hull is slightly elevated or the vehicle is standing down a slope. A number of additional factors influence this ability, such as the difference in vehicle weights, vehicle engine power, angle of attack, traction, etc.

An overturned vehicle will be destroyed after 30 s. If a vehicle is laying on its side or roof, it can be easily turned over onto its tracks again with the help from another vehicle.

• An enemy vehicle can now be pushed off a vertical surface, such as a bridge or mountain. That vehicle can also get overturned as the result of the fall.

Interaction with Surface

• Added the graphical effect of skidding.

Other Changes:

• Changed the behavior of vehicles and how their weight is perceived by the player.

• Vehicles can roll over visibly surmountable objects on the map.

Here's my feedback: Contact your Russian counterparts and tell them, if they want more people to actually TEST new features instead of just trolling around trying out the tanks they've always wanted to try, then they need to change the TK system to be MUCH MORE punitive.

Look at all the amount of team damage from just the three games I was able to play before I just GAVE UP on the test server. I have another 6 pictures but I just got tired and left it at this.

WG needs to implement a STRICT 1 TK= 1hour ban, 2 TK = 1 DAY ban and the 3rd TK will result in a BAN from the next TWO Test Servers. You want people to test your freaking product then eliminate the useless pond scum that always disrupt the system.

Reserved. I intend on writing out a very detailed bit of feedback about all of the various aspects of the new physics; pros and cons, suggestions, bugs, etc. Will edit with feedback in a couple of hours.

Edit: Still to be updated with more info.

Pros:

Tanks feel like tanks now - they aren't stopped by tiny objects or terrain features, and don't just "stop" when tracked. It actually feels as though you're driving 10-150 ton vehicles now.

Flipping tanks is good. It's difficult to do, but is a good change to have. It also makes people pay for their stupidity (if they do something to flip themselves), but at the same time, encourages teamwork. The 30 second timer is enough time for an ally to flip you back over; and if you can't be saved, it will just encourage you to play better the next time.

It's easier to push tanks out of the way, especially dead ones - you no longer get stopped by small destroyed vehicles. This is good for gameplay in my opinion.

Unrelated to the physics, but when applying Emblems & Inscriptions, if you leave a category without selecting a vinyl, your last seen category is remembered - meaning if you scroll to the four leaf clover, but switch to Inscriptions without selecting the clover, when you go back to the Emblems section, you will still be in the section of Emblems where the clover is; you don't have to find it a second time. Strange & unrelated, but a good change.

Tanks can stall out on various terrain; snow especially. It makes driving interesting

Tanks do indeed feel heavier, especially tanks with more weight.

It's a very good change, for tanks not losing speed when driving over small objects such as fences or small trees. Makes the tanks feel more like tanks; and is better for gameplay.

Tanks not losing as much speed on turns is good

Neutrals:

You can now track yourself by ramming into walls, rocks or dead tanks. It's... interesting? Not sure how it will affect gameplay.

Tank needs to "accelerate" to its traverse speed - you don't start off traversing at say, 46degrees/second as in the 113; you need to get to that traverse speed, which you can do after a couple of seconds. Also not sure whether it's good or bad for gameplay.

You lose HP when crashing into obstacles at high speeds; you can now destroy your tank by hitting a dead vehicle, rock, wall, etc.

It's almost too easy to get up various terrain. It will be interesting for gameplay, but seeing KanonJagpanzer's just flying over bump, rock and hill after bump, rock and hill as though they aren't there...? Interesting...

Light tanks can flip over like crazy; MT-25 drifts more easily than ever before. Interesting, but once again not sure whether it's good or bad for gameplay.

Despite tanks feeling heavier, there are times when on certain terrain, they slide around or jump in ways not expected from 45-55 ton tanks.

Cons:

Tanks no longer reach their top speed unless they're going downhill, and even going downhill they flat out at their maximum speed; no longer exceeding it. I feel as though this is a negative change for the gameplay of tanks which rely on their mobility.

Police turns for light tanks occur too quickly - the tank swings around with minimal effort as though it were a racecar, which they aren't. Make the turns slower; add the feel of vehicle weight into those police turns. MT-25 for example, despite being 25 tons, can swing around in a tenth of a second. For heavier tanks such as the E-50M, it feels just fine. It's the light tanks which were seemingly messed up.

It's very easy to jump over another tank and "bounce" off. On Sand River when jumping tanks over others, the tanks simply "bounced" off as though they landed on a trampoline rather than a hard object. In addition, tracks still don't function properly when on top of a flat engine deck of another vehicle.

Tracks don't break upon hard landings; counter-intuitive.

The "rocking" of a tank when perched upon a ledge doesn't have any forward's force - even when the tank tilts forwards, it doesn't shift forwards... however, when it tilts backwards, it falls.

Fast vehicles don't feel like tanks, they're more like high performance stunt jeeps.

Light tanks can get air time over very steep hills too easily. A little bit of air time is fine, but I feel as though it's excessive for it to be realistic (or good for gameplay)

KV-5's shouldn't be able to drive over Mice. Enough said. Screenshots attached.

An E-50M can ram and flip over a Tog with relative ease. 65 tons hitting 70 tons should not equal an easy flip. Add "weight" to the impact.

Dead tanks are pushed too easily down hills; it's as though they have no friction. There needs to be some resistance when tanks are being pushed.

Bugs:

I saw a tank hit a bunker wall on Overlord, and immediately land on top of it; and easily slide off (despite the tracks not touching anything solid). Somewhat strange to see.

Walls will "eat" tanks... seriously. What? Screenshot included.

An MS-1 getting rammed by an E-50M going at 60km/h was barely moved. It immediately "teleported" off to the side, but didn't roll or act as though it was rammed by a 60 ton missile.

Tanks behave strange on rubble piles. They go up properly, but if they can't entirely climb it, for some reason the tank forcefully slides off.

Tanks "bounce" from side to side at random when climbing rubble piles

When a tank's tracks are on another tank's hull, the tank is "elevated", and loses all traction. If the tracks are touching a surface, they should be able to interact with it; not be repelled away from it.

You can't shoot when your tank is sitting on its side. Not sure why.

If your tank reversing too steeply up a slope, you can no longer traverse using your tracks - you're forced to go straight forwards

Tanks can't traverse their tracks at all on a slope.

Suggestions:

Police turns occur too quickly - the tank swings around with minimal effort as though it were a racecar, which they aren't. Make the turns slower; add the feel of vehicle weight into those police turns.

Make it harder for vehicles to climb over some terrain. When reaching great speeds, tanks should be able to power through the first patch of bumps / hills, but they eventually should lose some speed, lose traction if it's on snow, become immobilized, etc. The physics changes are good, but the tanks almost feel excessively "light" when it comes to driving over terrain

Change the mechanics of losing tracks. Taking damage when ramming into things is good, but tracks, crew and modules should also take impact. Tracks need to be destroyed when they're collided into.

Force of impact needs reworking. When heavier tanks collide with lighter ones, there needs to be more ramming damage done, more "pushing away" of the lighter vehicles. When a CDC can drive over (literally) a T2 Light and leave him with 6 HP, something is wrong.

Tracks need to interact with vehicle hulls, rubble piles, etc. in a more realistic manner. Right now, they seem very glitchy.

Separate the test servers. Keep the Russians away from the NA and EU server folks. These RU people entered the training room and were discussing how they were trolling NA players just for fun (I speak Russian fluently, so I understood exactly what they were talking about). The RU folks TK NA far too easily as well.

Reserved. I intend on writing out a very detailed bit of feedback about all of the various aspects of the new physics; pros and cons, suggestions, bugs, etc. Will edit with feedback in a couple of hours.

In the first test there were more previously unaccessible areas that were available for roaming around, primarily in light tanks. For instance, on El Halluf at K6. In previous physics test you could drive up this path, now its not possible, its down only like on the live server. I can see why from a gameplay perspective, but just like on the north side, which is also down only, it opens up more of the map for attacks if its accessible.

The potential damage from a fall or flipover seems to be either very forgiving or not very forgiving at all. I've driven over 50m drops at full speed and not lost a single hp, even with standard tracks. Other locations I've found that with much small drops I'm losing 75% of my hp, two crew members, maybe a couple of modules too. Perhaps, since this was on different maps, the terrain mapping I'm landing on is different, but inconsistencies such as that should be balanced.

On Malinovka, drove into a rock at A7 and died from impact. Hadn't expected that change.

haven't been able to provide any good source of feedback most of the new changes just feels right, but something funny did happen someone from the EU server managed to flip a T95 on Westfield (didn't get a screenshot moving too fast running from and angry batchat)